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I didn't have access to a computer with a soundcard growing up, so 'PC sounds' were how I first experienced Doom. It didn't initially bother me as most PC games I had played to that point comprised those sounds. I didn't properly "hear" Doom until I played the 32X port. I don't remember my keyboard layout but I do remember being fairly terrible at movements. It took me a while to understand the concepts of circle strafing. I do recall using arrows to move, since that's what we were most all accustomed to using during the time. My experience at the time was also just shareware Doom, which was traded around via me and my friends with floppies. None of us had internet (didn't get that in-home until ~1996).
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Slough of Despair is not present in those ports. Other Thy Flesh Consumed levels not present in those ports include Hell Keep (The ports got a Jaguar-exclusive level called Hell Keep, not the PC Hell Keep), Dis, and Warrens.
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Most of Thy Flesh Consumed appears in the Playstation and Saturn ports. A handful of the levels are missing, as Ultimate Doom in these ports ends with the PSX/Saturn exclusive levels Twilight Descends and Threshold of Pain, and the levels excluded tend to be ones that tax the consoles. Overall the levels can be difficult plays on the PSX and Saturn, particularly Perfect Hatred that starts where you're immediately attacked by a band of Sergeants that's near impossible to dodge (the Cyberdemon "boss" is removed however). Possibly the advantages on the PSX/Saturn port is that you will likely enter the Thy Flesh Consumed levels with a full loadout sans the super shotgun which cannot be obtained until you reach the Doom II levels (or if you cheat).
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This is similar to the criteria I go off of, which if going off of of contemporary ports I would consider the Playstation port the "best." It's difficult to consider ports such as the BFG Editions due to them coming out so far later from the original game's release. I would also consider contemporary ports more prominent as a noteworthy anecdote is for many individuals during that time console ports were possibly their first experience with Doom. Computers still weren't as ubiquitous in family's homes in the mid 1990s as they are/were now.
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You may look at your monster placement through drops, rather than outright fights or encounters. Example: remember that you have two enemies in the line-up that drop retrievable firearms; the former sargent and (if Doom 2) the chaingunner. Doom 2 actually uses the dynamics of enemy drops to really good effect starting out. If you play Entryway on any skill level, the only enemies present are zombiemen and imps. Unless you access the secrets you will not obtain a dropped shotgun until the next level. You could use these sort of dynamics in building up challenges for your players through the level. You can assume that most players are used to starting out from a pistol start, so instead of having a shotgun or chaingun as a placed item you could have these obtainable only through drops. While that may not immediately sound like a challenge, you could force a player to have to use a pistol or even place a higher power weapon such as rocket launcher or plasma rile with very limited ammo that has to be conserved, in the hopes that the player is going to make it to the sargent or chaingunner carrying the drop. For a first play through this might generate a false sense of power for the player in giving them higher powered weapons with limited ammo, but then those players quickly realizing they do not have immediate access to a shotgun or chaingun. Where the shotgun and chaingun become important is that most Doom players will likely use both against lower level enemies. The shotgun tends to be an all purpose firearm often easily replenished and the chaingun great for deal with congregations of hit scanners (not to mention, bullets are often easily replenished thanks to zombiemen placement). If you give a player a plasma rifle and they're fighting imps and pinkies they're going to realize that they're not receiving item drops.
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I got to get out more. Didn't even realize this existed.
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You have to use GZDoom to run the Doom PS1 TC. Are you using GZDoom?
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In the original Doom Bible, the game was going to have the player select from four characters with their own names and strengths/weaknesses: https://5years.doomworld.com/doombible/ Of course hardly anything Tom Hall wrote for Doom Bible made it's way to the actual game, so instead players got a nameless marine that was assumed to be you, the player. Back in the day I just remember everyone always using the terms "Doomguy" or "the Guy from Doom." I feel "Doomguy" is ubiquitous enough in the classic Doom world that people would understand who you are referring to.
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I don't know how relevant it is to the discussion at hand, however since the topic of reviews and articles is starting to crop up I thought I would show off material for the Saturn Doom port in Japan. The first image is an ad that first appeared in the January 1997 issue of Saturn Magazine and continued for some months after. Interesting of which is that the ad lists a February 1997 release date, which didn't happen. Also further interesting enough even after the US market Saturn Doom did release the ads continued to use the PSX port's screenshots; there were no updates showing off the US Saturn port's screens. SoftBank handled the Japanese distribution of Saturn Doom. The second image is of the first review by Saturn Mag critics later in 1997. The lowest scored critic is lamenting how yet another port of Doom is releasing and that, by this time, Doom was fairly old. Most of the commenters are speaking specifically of the game play aspects, and not necessarily the technicalities of the port; relatively common from these sort of reviews. The third image is the final reader's rating for Sega Saturn. Periodically, Saturn Mag would perform a reader's ratings of all current Saturn titles, rating them by position. In 2000 when the Saturn was in it's final days, the magazine compiled all of the prior ratings into the "final" rating of Saturn titles. I put a red box around Doom's rating, which came in at an even 7.0 and number 641 (the box in yellow is the game's previous reader's rating position). One thing to keep in mind however is that Japan's tastes were quite different from the US's, with there being hundreds upon hundreds of visual novels and similar type games on the console that never left Japan. To give an idea what Doom was going up against, the fourth image is the top picks as rated by Japanese gamers, which were mostly visual novels and RPGs. They include Eve Burst Error, Grandia, Langrisser, YU-NO, Machi [City; this was a "sound novel"], and Pia Carrot as the top six.
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I have sitting around in roughly released order: - Atari 2600 - (2) NES - Genesis/Sega CD/32X trifecta - Gameboy - SNES - Saturn - PS1 - N64 - Dreamcast - (2) PS2 [One is setup to play PS1/2 imports] - Gamecube - Nintendo DS - PSP - Wii - PS3 - PS4 I don't have anything against Microsoft, I've just never been bothered to buy one of their consoles. I mostly play RPGs/JRPGs so most of my game collection from all those consoles are primarily those sort of titles. Looking at it all guessing the most valuable item I have is Rayearth on the Saturn which I bought new, along with some other RPGs getting up there.
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GREYDANG (the red sign with a figure on it) I believe is an even rarer texture than BROWNWEL. It only appears in E2M6, and while it shows up twice - BROWNWEL is used three times - you only see it once in E2M6 as a trigger lifts the other side it is attached to.
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Correct. There's only 640k VRAM allocated for everything displayed onscreen in the play area, including textures, sprites (including repeats), and skies. If it is exceeded the game will fatally crash. You can test some of the limits of PSX Doom by playing the later Doom 2 levels and going to places where not only a lot of monsters are present at one time but also constant moving projectiles and player -generated projectiles (think non-hitscan items) are displayed simultaneously. Examples include Suburbs, The Courtyard, any sort of later Doom 2 level that not only has a large outdoor environment but also lots of monsters simultaneously. It may take a few tries, but you can easily force a crash on those levels if you allow monsters to congregate. On the other hand you could also play the PSX Doom for years upon years and never actually see a fatal game crash. One typically has to really force it, and a casual player in those aforementioned later levels such as Suburbs and The Courtyard is unlikely to maneuver where alive monsters will congregate to force a game crash. You can also potentially crash the game by using the Lost Soul bug, which can generate a similar problem of exceeding the VRAM. If you're unaware of it, killing a Pain Elemental will sometimes spawn Lost Souls outside of the play area. In normal gameplay, such a Lost Soul will simply hug the walls trying to reach you. If you then fire a rocket at a wall to "push" a Lost Soul, it will continue until it reaches the extremes of the play area (they are normally supposed to be stopped by a linedef, but are not). When this occurs, the game will start corrupting each time the Lost Soul continuously moves around the play area. You can test this as early as Level 1 entering a weapons cheat code and playing on Ultra Violence but it's much more apparent in some of the later levels with more Lost Souls generated. Linedefs and sections will rearrange themselves until exceeding memory and crashing.
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Then stop posting about it. You've posted three times now and whether or not you like FNaF literally has no bearing to the OP's issue. To the OP; as mentioned above, you need to determine what source port that the mod was created for and use it accordingly. While many modern source ports are limit removing, that still means that a lot of user generated mods are built for and/or tested in particular ports.
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I did not enjoy it much when it first came out on PC but years ago revisited it with the BFG Edition on PS3. The flashlight 'feature' on the PC was one of the most ridiculous design choices ever. Having it as a selectable feature on your combat armor made more sense. I also have to echo a lot of what was said about the levels. The 'tech' levels early on are a lot of recycling and "whooo look at this cool machine" -type game play. It's very impressive but a tremendous amount of redundancy. The Hell levels are extraordinary and did everything in terms of aesthetic that 'old' Doom never could do - there just wasn't anywhere near enough Hell-related material. I also liked the later grungy UAC levels that showed a lot of the "old UAC". You got the feeling in game that they're the type of places that maybe only a few people worked around for decades. I feel the biggest issue that stymies people that play Doom 3 is their reliance on the shotgun. You have to pull yourself away from using it too much. It's okay to use it frequently in the early Alpha Labs levels, but after you've past that point you should really be switching weapons more periodically and using the shotgun less. Keeping in mind that once you make it to the Hell level you lose your equipment anyways and have to re-acquire everything, so there's no reason to conserve ammunition. Use that plasma rifle and machine gun! I actually liked a lot of the bestiary and particularly the former soldiers you fight. It's nice when you come across former soldiers that are turned that they use tactics ingrained such as taking cover and assaulting you as a unit. The boss fights however are all really meh.
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I bought the Playstation port before I bought a Playstation. I remember buying it the day it came out in mid November 1995 and didn't actually get a Playstation until a few months later. I did however rent a Playstation, which some people may remember used to be a thing you could do at Blockbuster (I never had to pay the deposit as I knew someone that worked at my local Blockbuster). I thought the Playstation port was pretty amazing for the time, and continued to play it well through the 90s even as FPS's advanced. Another good memory to daisy chain off of the above is I actually managed to play two-player on the Playstation port. I purchased the Link Cable, had a friend that had the game & a PS1, and he lugged his console and game to my house. We dragged two TVs together, hooked everything up, and... was playing multiplayer console Doom; the first time I had actually played Doom multiplayer.